For those who were here during 2016, the name DoTA Mafia is familiar. The biggest semi-open game with a unique implementation - picking phase and level up system. A very complicated game of mafia based on DoTA flavor. And now I'm redoing what I re-did a few months ago. This time for real!
I proudly present the DoTA Mafia Reborn V2.
DoTA Mafia will start 10+ players. The number of players must be even. The currently suggested setup is 10 players (2 Mafias - 8 Towns) but other setups are practicable. For a mini-game, 20% of the setup must be scum. For a large game, this must increase to 33%.
Your Alignment/Factions will determine your win conditions just like any other mafia game:
Each Mafia faction has its own discussion thread that will be open at night and during the picking phase (Not day phases). Evil 3ps won't get a factional chat.
Each Mafia and Evil 3p faction has one factional kill that is like a night casting ability with 1 phase cooldown. They need to choose someone to execute the kill for the faction.
Survivor has a one-shot bulletproof vest which is a passive 1shot auto-cast. The first time this ability is triggered, it will block any kind of killing action.
Evil 3p and Survivor start the game as level 4 heroes.
Regardless of your alignment, half of you will be part of the Radiant clan while the other half will be in the Dire clan. (Clans are also called teams - should not be confused with alignment/faction). Each clan has its own discussion Thread as well which is open on days and nights and during the picking phase.
The game has no killing flavors or hidden mechanics.
Players will have one hero for the game (their flavor). Each hero has 4 abilities. You must assign the first three abilities as a reward for leveling up. You can unlock any of the three basic abilities in any order whenever you become level 1, 2, and 4. The fourth ability is called Ultimate ability and can be only won for leveling up to level 6 (for some heroes this number might be different). Whenever someone is leveled up I will announce it to them and I will remind them what abilities they can spark (if any).
Your hero also has 1 of the following primary traits (The Icon is in the graphical role pm, just next to the hero's name):
Strength [Passive][Effect Block(Vote Manipulation)][One-Shot]: Your vote can't be modified or blocked. Each trait of strength is one-shot use.
Agility [Passive][Effect Block(Blocking)][One-Shot]: One-shot Blocking Immunity. Agility counts as an Effect Block that will stop first role block, target block, vote block or action block on you. Each trait of agility increases the number of shots of this ability.
Intelligence [Passive][Ability Modifier]: Without this primary attribute, each player starts at level 1, but intelligence heroes level 2. Additionally, each trait of intelligence will increase the number of abilities one can cast in each cycle by one. (originally it's one ability per cycle for each player).
You will start with one trait of your hero's primary attribute. Additional attributes can be learned during the game.
In addition to abilities and primary attributes, The heroes can learn a talent at levels 10, 15, 20, and 25. In each of these specific levels, heroes will be able to learn one of the two talents available to their heroes. Some of these talents will make the original abilities stronger, while some others will have other effects. The talent trees are unique and different for each hero. At levels 26 to 30 you will learn the rest of the talents (that you didn't choose at first) from bottom up/
Each player will pick a hero, but the picking method is based on the majority vote unless announced otherwise. Players choose their picking method when they sign up. These methods are:
All the picking Phases will long 24 hours so everyone has a chance. If someone fails to submit their pick a random available hero will be assigned to them in their turn. After the picking phase end, the Host will send all chosen heroes to all players.
Generally speaking 3x heroes than the number of players should be available in the draft. If the game is larger than the number of heroes available, all heroes can be used twice.
When you pick your hero, you're aware of your alignment and your clan. Some heroes might work differently based on alignment and clans.
In all of the picking modes besides the single draft and all random, players may request a random pick. If they do so they will start the game with an extra level. Note that this won't be in effect if the host is forced to give players a random hero because they didn't submit anything.
There are some mechanics regarding the picking phase which are:
The game has 3 phases: Day, Twilight, and Night which will last 11 days/1 day/2 days. Regardless of the heroes in the game, all 3 phases will happen in order. When someone is eliminated during a day, the game will go to 24 hours twilight regardless of the existing heroes in the game.
A blitz game can happen with 60/12/24 hours of phases.
A day phase might end earlier with a majority elimination. In case a majority elimination doesn't happen the player with the most votes will be eliminated. In case of a tie the player who got the most votes earlier will be eliminated. If that is applicable to more than one player, the one who has the most unique players involved in their elimination will die. If that is applicable to more than one player a random player will be eliminated.
If a player needs more votes to get eliminated because of a modifier, these extra votes will be subtracted from the final vote count before determining the players with maximum votes.
There might be abilities that will change how these voting mechanics are functioning.
The votes which are cast by abilities are not treated like the main vote by default and will stay on the target even if the caster dies unless the ability that caused it is specified as a "bounding" ability. The votes that are caused by abilities that are making the normal votes stronger are obviously excluded from this effect (such effects and votes will disappear when the voter dies).
During Day and twilight phases, the Main chat is open for discussion. The eliminated player is allowed to post during the twilight phase but won't be able to use any abilities unless it's specified otherwise in the role pm.
"MiLo" (Town must Eliminate correctly or might lose before the next day phase) and "EiLo" (Town must Eliminate Correctly or will lose immediately) are announced publicly. During a MiLo/EiLo cycle, no ability can affect the Votes (Vote modifiers/Vote Blockers), Put on extra or fewer votes, and makes any effect on wagons or the vote count. Also, No day-killing ability will work. Some abilities might have some related restrictions as well that are explained in the role PMs.
Normally during each cycle (day+twilight+night of the same number), you can only execute 1 non-passive skill. You don't need to execute passive abilities. Passive abilities are either auto trigger or always in effect abilities.
Each Mafia and Evil 3p faction has one factional kill that is like a night casting ability with 1 phase cooldown. They need to choose someone to execute the kill for the faction.
Each player is allowed to only carry one killing action per cycle. If a mafia member is doing a factional kill, they won't be able to use their own killing abilities.
For casting any kind of day-active abilities you may call them in the main thread or message me through pm unless it's restricted to your specific ability. Day actions will be resolved in order of their timestamps. Twilight/Night actions will be resolved by DNAR at the end of the phases.
All abilities have a cooldown which will determine in which cycle they can be used again after someone uses them. For example, if you use an ability during night 2 and it has a 2 cycle cooldown you will be able to use it at the start of day 4 again.
Everyone will receive a report about their abilities, skill level, and cooldowns at the start of each day phase.
There are abilities in the game that can restrict a player from participating in a chat (Chat Block) or give them new ways of communication (Neighbouring).
There are multiple ways to level up:
1 - Heroes level up if they are participating in the elimination or if they kill someone. Heroes learn an additional level if the elimination is on the opposing clan or if they kill someone from the opposing clan. (Clan means Radiant/Dire)
2 - Each clan can give farm points to other members of the clan to allow them to level up. During each day phase or twilight, players can vote for another person in their clan to let them farm. Each player has 3 farming votes in each day phase originally that they can't take back(unvote) after giving them out. Players can't vote for themselves. If someone doesn't use a farming vote, they will just forfeit it.
3 - There might be skills or utilities giving farm points. You need X farm points to level up from level X to X+1. for example you need 5 farm points to level up from level 5 to 6.
4 - You will earn extra farm points at the end of each night phase, based on the number of living players in your clan. For example, if 3 living players are in dire, all dire players will receive 3 farm points.
These abilities can be activated for each clan once during the game. To activate it, All of the living players in a clan must vote for it in the clan chat. Please make sure that you unvote your vote for activating these abilities if you no longer want them, cause these votes won't reset at the start of each day phase.